QSplat compression

Rachid Namane, Fatima Oulebsir-Boumghar, K. Bouatouch
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引用次数: 4

Abstract

The great advances in the field of 3D scanning technologies have enabled the creation of meshes with hundred millions of polygons. Rendering data sets of that size is time consuming even with commodity graphics hardware. The QSplat technique that has been introduced by S. Rusinkiewics and M. Levoy of Stanford University is used for the inter-active point based visualization of large 3D scenes. Nevertheless, it has some drawbacks like the storage requirement which is still higher. The objective of our work we present in this paper is to improve the per-node storage requirements of QSplat models and to minimize the transmission cost in streaming QSplat models across low-bandwidth networks or bottlenecked networks. To do that, we focus on coding strategies which provide reasonable data reduction at low decoding complexity. In this context, Huffman and relative delta encoding fit well with our purposes. The performances of the compression process are studied and the rendering algorithm is extended in order to be able to work on compressed data without loosing the original system interactivity.
QSplat压缩
在3D扫描技术领域的巨大进步已经能够创建数以百万计的多边形网格。即使使用普通的图形硬件,渲染这种大小的数据集也是非常耗时的。由斯坦福大学的S. Rusinkiewics和M. Levoy引入的QSplat技术被用于大型3D场景的基于交互点的可视化。然而,它也有一些缺点,比如对存储的要求仍然更高。我们在本文中提出的工作目标是改进QSplat模型的每个节点存储需求,并最小化在低带宽网络或瓶颈网络上流式传输QSplat模型的传输成本。为了做到这一点,我们专注于在低解码复杂度下提供合理的数据减少的编码策略。在这种情况下,霍夫曼和相对增量编码很适合我们的目的。研究了压缩过程的性能,并对渲染算法进行了扩展,使其能够在不失去原有系统交互性的情况下处理压缩数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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